Learning C# by Programming Games by Arjan Egges Jeroen D. Fokker & Mark H. Overmars

Learning C# by Programming Games by Arjan Egges Jeroen D. Fokker & Mark H. Overmars

Author:Arjan Egges, Jeroen D. Fokker & Mark H. Overmars
Language: eng
Format: epub
Publisher: Springer Berlin Heidelberg, Berlin, Heidelberg


14.3.2 Relations Between Game Objects

If we want to establish a certain hierarchy between game objects, we need to identify which game object is a part of which other game object. In terms of hierarchies, this means that we need to establish that a game object can have a parent game object. For the game object itself, it is very useful to know who your parent is. Therefore, we need to store a GameObject variable that refers to the parent of the game object as well:

protected GameObject parent ;

For example, you can image that there is a object called ‘playing field’ that contains all the elements part of the playing field (jewels, row selection object, and so on). The ’playing field’ object can then be considered the parent of these elements. But not all game objects have a parent. For example, the root object does not have a parent. How can we indicate that a game object does not have a parent? We need to set the value of the parent member variable to ‘nothing’, or in C# programming terms: null.

parent = null ;

Now that we have added a parent to our game object class, we will have to deal with a few administrative hassles in order to make sure that the parent-child relationship between game objects is properly maintained, but we will get back to that later on. Because of this hierarchy of game objects, there are now a few things that we have to make decisions about.



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